Unity关于定价的一封公开信

原文:

To our community:

I’m Marc Whitten, and I lead Unity Create which includes the Unity engine and editor teams.

I want to start with this: I am sorry. 

We should have spoken with more of you and we should have incorporated more of your feedback before announcing our new Runtime Fee policy. Our goal with this policy is to ensure we can continue to support you today and tomorrow, and keep deeply investing in our game engine.

You are what makes Unity great, and we know we need to listen, and work hard to earn your trust. We have heard your concerns, and we are making changes in the policy we announced to address them.

Our Unity Personal plan will remain free and there will be no Runtime Fee for games built on Unity Personal. We will be increasing the cap from $100,000 to $200,000 and we will remove the requirement to use the Made with Unity splash screen.

No game with less than $1 million in trailing 12-month revenue will be subject to the fee.

For those creators on Unity Pro and Unity Enterprise, we are also making changes based on your feedback.

The Runtime Fee policy will only apply beginning with the next LTS version of Unity shipping in 2024 and beyond. Your games that are currently shipped and the projects you are currently working on will not be included – unless you choose to upgrade them to this new version of Unity.

We will make sure that you can stay on the terms applicable for the version of Unity editor you are using – as long as you keep using that version.

For games that are subject to the runtime fee, we are giving you a choice of either a 2.5% revenue share or the calculated amount based on the number of new people engaging with your game each month. Both of these numbers are self-reported from data you already have available. You will always be billed the lesser amount.

We want to continue to build the best engine for creators. We truly love this industry and you are the reason why.

I’d like to invite you to join me for a live fireside chat hosted by Jason Weimann today at 4:00 pm ET/1:00 pm PT, where I will do my best to answer your questions. In the meantime, here are some more details.*

Thank you for caring as deeply as you do, and thank you for giving us hard feedback.

Marc Whitten

机翻:

致我们的社区:

我是Marc Whitten,我领导Unity Create,其中包括Unity引擎和编辑团队。

我想从这个开始:我很抱歉。

我们应该与你们更多的人交谈,在宣布我们新的运行时费用政策之前,我们应该纳入更多的反馈。我们这项政策的目标是确保我们今天和明天都能继续支持您,并继续深入投资于我们的游戏引擎。

你让Unity变得伟大,我们知道我们需要倾听,并努力赢得你的信任。我们已经听到了您的担忧,我们正在改变我们宣布的政策,以解决这些问题。

我们的Unity Personal计划将保持免费,在Unity Personal上构建的游戏将不收取运行费。我们将把上限从10万美元提高到20万美元,并将取消使用Made with Unity闪屏的要求。

任何12个月收入低于100万美元的游戏都无需支付费用。

对于那些在Unity Pro和Unity Enterprise上的创作者,我们也正在根据您的反馈进行更改。

运行费政策将仅从2024年及以后的下一个LTS版本的Unity发货开始适用。您当前发货的游戏和您当前正在处理的项目将不包括在内——除非您选择将它们升级到这个新版本的Unity。

我们将确保您可以保留适用于您正在使用的Unity编辑器版本的条款——只要您继续使用该版本。

对于需要支付运行时费用的游戏,我们为您提供2.5%的收入份额或根据每月参与游戏的新人数量计算的金额。这两个数字都是从您已有的数据中自我报告的。你将永远被收取较少的金额。

我们希望继续为创作者构建最好的引擎。我们真的很喜欢这个行业,你就是原因。

我想邀请您和我一起参加今天美国东部时间下午4:00/太平洋时间下午1:00由Jason Weimann主持的现场现场聊天,在那里我将尽最大努力回答您的问题。与此同时,这里有一些更多细节。*

感谢您像您一样深切地关心我们,并感谢您给我们提供艰难的反馈。

马克·惠滕

原文链接:https://blog.unity.com/news/open-letter-on-runtime-fee

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